Simple straferun map where you can compare your runtimes and speed with other people instead of everyone doing their own 1 minute one brush maps. I put beams to the side of the walls to prevent wallstrafing. Video above is an average demonstration, for now my personal best time is 16.703 with ending speed of 1639ups. Go beat it Download: http://reflexfiles.com/file/312

People seemed fairly interested in strafe pads so I worked out a bit of a conversion and touchup from a q3 map. However I am unsure of the actual origin of these pads because the map I pulled them from originally (https://ws.q3df.org/map/w3spgaz_strafes/) does not seem like the actual origin of the pads since they're using cos____ textures so I am assuming that they are actually from this map (https://ws.q3df.org/map/cos1_beta7b/). Due to the large scale of the map I would really not recommend building lightmaps unless you are going to use r_lm_texel_size 10000000000 as I did in the screenshots otherwise you're going to be waiting a very long time for a very dark map. Other than that basic stuff the map is fairly bare bones right now and I will probably work on updating it when I have time.
Download:
http://reflexfiles.com/file/105
Screenshots:

I made this thread to compile the movement maps I'm working on. First map is based on a map by cheZDa and Mew () who I asked for permission to repost, taking the 1st level of the freestyle course as a foundation and building it up a lot with color and some basic lights (although I'd like to perfect the lighting more but I have a bad GPU so others could tackle that if they wanted).
movehaus1-parkour
(download) current version: 1.0
https://drive.google.com/file/d/0B9r8e5iru84FY2xXVlUzeWhSdDA/
The map is based on elemental shapes inspired by the geometry that cheZDa chose for the first level: stairs, boxes, ramps, armatures. elemental colors tag the shapes for recognition, hopefully forming a sort of visual language for movement in the player's mind with which they can compose sentences and paragraphs of movement. Titled movehaus after the bauhaus/kandinsky aesthetic and the MOVE map taken as inspiration.
Of course people wanted to play FFA on it, so it forked into an FFA version, movehaus1-dm, which I am still working on. The twist for FFA is 2 units of lava covering the floor, such that you wont take damage as long as you are always hopping through the lava and don't stop or run into anything or get knocked down.
bldf1
new strafe map, gonna start cranking these out very fast. Trying to make them for new-ish people, i.e. not too hard but not too easy, should take some work and be a way to improve.
http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=81
bldf2
In this one, you'll have to combine strafe jumping, bunny hopping, and double jump. Note that when changing from a strafe jump to a bunny hop turn, if you let go of strafe and hold only W to start the turn, then switch to strafe to make a sharper turn you might find transition easier and lose less speed; using only W will always conserve your speed coming out of a strafe but you can't turn as sharply with it or gain speed.
(video)
(download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=96
bldf3
Another map combining strafejumping, bunnyhopping, doublejumps, and ramps. Experimenting with multiple routes and possible shortcuts for higher skill levels, although it's still awkward trying to build outside my own skill with these minimal maps, an interesting learning process.
(video)
(download) https://www.dropbox.com/s/ame3ybo5hza1zok/bldf3.map?dl=0
bldf4
A tower map, 2 checkpoints on the way up, good luck!
(video)
(download) http://www.reflexfps.net/forums/index.php?app=core&module=attach&section=attach&attach_id=106